Got 'em.
Is this it? Is this what we've become as a society? Trying to purposely lose in an unloseable situation? FOR SPORT!?
Got 'em.
Is this it? Is this what we've become as a society? Trying to purposely lose in an unloseable situation? FOR SPORT!?
OK. You win!I am highly impressed with those of you who are actually able to let the timer run out and lose properly.
I just updated it again for higher challenges >:O
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Actually, it would be hilarious if we make this level have a super low clear rate and have this appear in Expert 100 Mario challenges hahaha
OK. You win!
Thanks so much guys, really appreciate it!
Thank you! And yeah, I am aware of that potentially happening. I was hoping players would just go for the axe right away, realizing it's the same area they were in before and that walking left would cause the cannons to drop down again. But even if you DON'T run all the way to the left where you can potentially get trapped, the bullet bill cannons to the right will always drop back down on the axe anyway, and you'll have to repeat the whole underground cycle again. So you are basically screwed almost as soon as you jump over the axe. Blocking an exit like that is pretty dangerous design to begin with and I couldn't think of a way to prevent the player from going back and triggering the falling of the cannons again once he comes out of the pipe. The only thing unique about the player's situation when coming out of the pipe at the end is that he has NOT triggered the thwomp to the left. But maybe there is a really clever way to solve this problem and I simply haven't thought of it!
YES !
The only thing unique about the player's situation when coming out of the pipe at the end is that he has NOT triggered the thwomp to the left. But maybe there is a really clever way to solve this problem and I simply haven't thought of it!
Might work, but would require a pretty drastic redesign. And I have used up every single available enemy in this level and all the available space unfortunately. Plus, the player could still lose the shoe and be stuck, worst case scenario.I guess I jumped over the axe because I didn´t want the level to be over
Maybe you could give the player a powerup that hasn´t appeared in the level just before taking the last pipe and add some blockade to the left of the wall in the final room only passable with this powerup. Like a Kuribo Shoe before taking the last pipe and a spike path to the left of the wall (leaving a small oberture) to a pipe or something. The pipe could warp back to the final room or to a secret ending where the Koopa Queen forgives you (or tells you that she´ll be back!).
Some invisible ? blocks would probably work.
edit - Yeah that would work...
Some invisible ? blocks would probably work.
edit - Yeah that would work...
A PLUMBER'S TYPICAL DAY
a level about the hard work of plumbing, cause Mario has (probably) to pay the bills too.
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When it comes to Mario Maker, I'm more interested in trying levels at the moment. Wish I had a list of the "best of the best."
I've finally finished my first level!
Cloudrush Castle
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Thanks! Do you have the code for that SMG3 level? I´d love to give it a go.
Some invisible ? blocks would probably work.
edit - Yeah that would work...
I just browse GAF on the phone but yeah, I wish a better sharing option was possible.I'm home today with a sick child, I'll check out a few of your levels!
... What's the best way to enter in levels quickly? I was thinking of just having the WiiU gamepad open to this thread on the internet browser, then having a notebook paper to write down codes as I find them in this thread. What do yall do?
Thanks!FA15-0000-0044-8A76
I finished my Packin' Shells world, 4 levels of semi-increasing difficulty (though each one has it's own tough parts). Some fairly tricky wall jumps, and some advanced moves like spring wall carries and shell wall jumps are used.
So far nobody has beaten the whole thing. Wondering if anybody here can change that.
PS1:
PS2:
PS3:
PS4:
Also made a SMB3 AirShip level that has some tricky parts to it and hasn't been beatin' yet.
Can't even get past the very first section. You're clearly using some kind of jump mechanic or something I don't even know exists.
Propeller Podoboo's Pursuit (2927-0000-0094-F261)
Running low on the creative juices but I managed to put this autoscroller together last night which I think has the right balance of difficulty, didn't want to make it too tough because no one likes replaying autoscrollers.
And yes you should take the time to try and push the pursuing clown car back with jumps in case you didn't think of it.
Propeller Podoboo's Pursuit (2927-0000-0094-F261)
Running low on the creative juices but I managed to put this autoscroller together last night which I think has the right balance of difficulty, didn't want to make it too tough because no one likes replaying autoscrollers.
And yes you should take the time to try and push the pursuing clown car back with jumps in case you didn't think of it.
Can you unlock the Mega Mushroom without the amiibo, or do you need to scan the 8-bit Mario to unlock it?
You need to scan it.
If you can borrow one from someone else, you can make a new level, scan it once on the main area, create a sub-area and scan it there too, and save the level as a template level. Never overwrite it and just create new saves based on it. You will be able to make as many levels as you like with it afterward.
Today I went to a colleague's house who has Mario Maker and we all played our brains out.
I realized how (for lack of a better word) bad people are at Mario and how painfully frustrating that makes all my levels.
Definitely something to think about. Length and precision jumps are not your friend.
Hello everybody,
this is my third Day on Gaf.
i would be very happy, if someone would like to Play my Levels, me and my gf made so far.
Cloudy times: E4AD-0000-0058-D435
This one's is an easy one from my better half.
Jr`s backyard fight: AD86-0000-0058-8579
I haven't seen a Level, that is designed like this one.
Not difficult. Hope you like it.
Ghostly hously: 510F-0000-0047-5C0B
I think i have some cool moments in this one.
the beginning can be a Little tricky
Enjoy!
Would love a review^^
I played some "Amiibo Trials: Mario Kart" level last night and it was fantastic. I actually felt like I was playing a 2D Mario Kart - just terrific. My only complaint is that I wish it was longer.
Any other "Mario Kart" themed levels?
Jungle Raft Rumble - (5636-0000-0096-5AD4)
Feedback is highly appreciated. The course is possible to complete without staying on the platform, but that's no fun.
Hey, thanks! Had a lot of fun working on it. Fun fact: it was originally meant as a Terminator level with Dry Bones carrying cannons, but that felt a bit too similar to Super Dude Bros. II.I've fixed an exploit in the boss fight (plus another small one in the checkpoint system, and added some polish here and there) and then reuploaded my latest level, replacing the previous version.
Before And After The Apocalypse - (41AC-0000-0094-91CA)
Time travel between before and after a zombie apocalypse. Can Mario stop it and fix the future? As usual, three hidden 1up mushrooms to find.
Credit for the passcode system goes to Genotaru.
Feedback would be very appreciated.
Previous levels: http://i.imgur.com/9HICuRt.png
How can this masterpiece only have 17 plays? That's seriously sad!
Also loved the long live Queen Koopa -level, both of these were great!
I played all your levels and left comments. Simply state: I loved them! Very creative and they were all short and sweet. I always enjoy a level where I don't feel like I am beating my head against a wall, and when I'm done I feel like I accomplished the challenge of the level. Good stuff, I Followed you, so keep them coming!
Jungle Raft Rumble - (5636-0000-0096-5AD4)
Feedback is highly appreciated. The course is possible to complete without staying on the platform, but that's no fun.
Robert Omb, Esq. (D2D8-0000-0095-54EC)
Has a couple tough spots, but I think it's fair. Put in a couple secret paths with rewards.
Jungle Raft Rumble - (5636-0000-0096-5AD4)
Feedback is highly appreciated. The course is possible to complete without staying on the platform, but that's no fun.
Really fun level. The only problem I had was after going down the pipe the flying blocks go too quickly, meaning it is easy to get stuck, but once I got on it that bit was awesome.
Thanks for checking it out, glad you liked it! I forget now what my thinking was there, and now I'm hoping you can at least go back up the pipe to reset it. A hole in my testing for sure.
I played some "Amiibo Trials: Mario Kart" level last night and it was fantastic. I actually felt like I was playing a 2D Mario Kart - just terrific. My only complaint is that I wish it was longer.
Any other "Mario Kart" themed levels?
4 cheep cheeps in a vertical line with no way past is annoying.
The autoscroll means you have to wait for the screen to move otherwise you don't know what's coming up ahead, which is a problem when used with blocks on a track.
You're supposed to wait for them to pass. It's also possible to pass underneath as small Mario. The Cheep Cheeps are entirely avoidable. I included a Mushroom soon after just in case the player can't figure that out. As for the autoscrolling part, you should be able to react to every obstacle with plenty of time to spare. I originally didn't include an autoscroll, but that made the level too easy to exploit. The moving platform never outruns the autoscroll because I added a few vertical drops to represent rapids. They really need to add water tiles in a future update.
Thanks for the feedback!
Sewer of Vines City
So yeah, i wanted to make a level about exploration. There is actually two paths to complete the level where you see totally different things. So i wanted it to be rather simple... But somehow, seeing my completion rate, it seems i was wrong. Maybe the whole mechanic of ennemy dropping from pipe is too bothersome ? I would love to have feedback to that one. (Actually, if i edit a level already uploaded, will my stars/comments disappear ?)
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Guts of the mechanical giant
Again, more about a cool setting than actual difficulty but hey, maybe it's hardcore too ? I REALLY don't think so. Try to find your way and escape the body of a mechanical giant ! Yeaaah !
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I played some "Amiibo Trials: Mario Kart" level last night and it was fantastic. I actually felt like I was playing a 2D Mario Kart - just terrific. My only complaint is that I wish it was longer.
Any other "Mario Kart" themed levels?
I don't think I've ever seen a Japanese person design a level that wasn't terrible. I'm still missing about 30 Amiibo costumes, but I don't think I have the patience to unlock the rest.